*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
September 21, 2024, 02:21:47 pm

Login with username, password and session length

Resources

Recent posts

[September 06, 2024, 11:58:09 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]

[December 25, 2022, 11:36:26 am]
Pages: [1] 2 3 ... 24   Go Down
  Print  
Author Topic: Fall of France..continues?  (Read 114637 times)
0 Members and 9 Guests are viewing this topic.
salan Offline
Synergies TL2 mod!
*
Posts: 6290


« on: June 23, 2010, 07:50:50 pm »

www.FallofFrancemod.com

order of install:
map pack
current full version
hotfix...

http://www.filefront.com/17261318/FallofFrance009G.rar sept3

hotfix for G version:
http://www.filefront.com/17274387/fofHOTFIX009J.rar sept 4

http://www.filefront.com/17234691/FallofFranceMAPPACK.rar

The map pack gets installed into companyofheroes directory the same as installing the mod, it has the directories in the RAR now.


.009d  Aug 26 (two in one day oh noes)

-any boys that came with 3, now comes with 2.
-US armor bazooka team restricted to 1.
-fixed the requirements for super pershing and chaffe and stuart on restrictions.
-pantherturm has more health.
-removed the unlockable hotchkiss in panzerjagers.
-changed bren carriers incoming accuracy vs shreks and boys.
-boys at guns can not shoot on the move any longer.
-added hotchkiss stuka to panzerjagers as a free unit, was suppose to be there previously.
-added a infantry gun (direct fire pack howitzer) to russian guards, will figure out where.
-fixed the pack howitzers to fire every 25 seconds... the german gun was firing every 8 seconds and the american was firing 35 seconds.. we'll try 25 and see if its worth lowering any further.
-added a super heavy slot item .. all super heavy tanks will only be able to be built once per game, use em smartly!  (KT, JAGDT, TIGER APCR, SUPER PERSHING, BLACKPRINCE, CHALLENGER)  the super heavys will remove a slot item from heavy tanks as well (TIGER, PERSHING, CUCKOO, JAGDPANTHER, CALLIOPE.. uh not sure what else atm)
-added in a free 121 mm Field gun for the russians, this is a direct fire howitzer type gun, on the same rate of fire as the 88 airburst, which is slower then the pantherturm and normal 88.  Range I believe set around 60 for testing.
-added in a free HMG (1 restricted) and Pak36 (2 restricted) to Panzerjagers.  Munitions costs, spawns from f1 building as that was only place with space.
-US Armor: brencarriers have a 20% negative to incoming penetration.  Which means rifles will kill them faster.  which is fine they are an extension of the actual unit, not the full unit.
-panzershreks no longer have a 50% accuracy debuff against brencarriers while on the move (not sure if thats the shrek moving of the bren carrier).. we'll see how it turns out.


.009c aug 26

- Russians can spawn 2 17pounders now
- Pantherturm has double the health, 600 or 700 or something, it was dieing WAY to fast
- M21 has been fixed, vet, repair, troopers.
- Fixed the bren carriers unlocking wrongly, I think.
- US infantry 105 howitzer can now move, and recharges slightly faster
- added in panzerjagers. 100% finished
- Bundle nades make an appearance
- no vehicles infiltrate at this time, will test without first.
- APCR and HVAP tanks have had their damage % increased.
- Johnsons are more accurate
- Fg42s are more accurate
- Stens are on par with other smgs now with accuracy, they were a lot lower.
- removed the extra t4 from all infantry doctrines, game wasn't designed to allow more then 1 t4. will have to think on that more.
-reverted all gun priorities to before 009.. oops


.009b aug 25

-Slugger now uses sherman armor as it was suppose to instead of m10 armor
-Increased Slugger health from 400 to 600
-Increased the effectiveness of the Tiger
- removed the airburst 88 creeping barrage for now.
-fixed:  Russian building f2 had a wierd unit in it
-Fallschirmjagers 88 will now graphically track its target
-Fixed the requirements for restrictions on a few units
-Kommissars can now use their heroic charge ability
-Russian Bofors changed to fuel from ammo
-Bazooka's that were dropped on the ground were named as riflenades, fixed
-one of the american bren carriers had a flamethrower on it, oops
-super pershing cost increased.
-bren carriers in US ARMOR all increased by 5 resources..
- adding in heavy tank uses for US ARMOR.. will limit its pershings.
-added 2 fixed maps to the install, this way the map pack won't need to be re-downloaded by those who have it already, adding a new map pack as well with the fixed maps in it. (thank you leophone)
-stopped grease guns from dropping, not all units have the animation set for them yet.
-lowered the health on bren carriers in US ARMOR, slightly.
-Changed armor types of russian guards from elite to soldier.

.009a aug 24

-- All weapons have had their target tables tuned.  All targets now have 10 priority, emplacements being built have 60.  The target you are currently targeting has a priority of 50... all weapons should stay on target the player wants.
-- Pure anti tank weapons have vehicles>tanks priority of 20.
-- anti infantry emplacements (flak36 / bofors) will have infantry priority of 20.
-4 original factions will be drastically changing!
-88 airburst. secondhardpoint was auto targeting, this is bad, fixed!
-russian soldiers will gain smoke grenades
-russian conscripts can now build their bofors and pantherturm correctly.
-russian bofors will share its unlock with the 17 pounder.
-russian 17pounder will move to where the bofors is.
-russians will gain a pantherturm where the 17 pounder (t4 guards)
-all factions gain a second t4 unlock in infantry tree's (conscripts for russians)
-wehr 88 has same % to hit infantry as all other anti tank guns now.
-fallschirmjager infantry tree is correctly showing the luftwaffe special infantry (riflegrenades/flamethrowers etc)
-fixed the guard to soldier command tree bug for russian infantry.
-added smoke grenades to russian soldiers, and some us_infantry specialty riflemen
-fixed emplacements to use the correct build time.
-Wehrmacht assault puma can now carry any infantry.
-more abilities are usable from garison.. was a few missing.
-all commanders have a new aura system in place. All units in AoE will have +5 sight and +10 detection
-all commanders will have the AOE suppression break ability.
-Engineers removed from US INFANTRY
-Riflemen Thompson team removed from US INFANTRY
-Riflemen Captain team moved to where Thompson team had been
-Ranger Thompson team removed from US INFANTRY, replaced by Ranger Johnson team
-Ranger flamethrower team now has Thompsons with the flamethrower
-Ranger Bazooka team now has Thompsons with the Bazooka.
-US INFANTRY, all riflemen can now build the buildings of the faction, as per engineers removed.
-Fallschirmjager:  Luftwaffe mp3008 and LMG squads have been removed, Riflegrenade squad moved to t2, command squad created for t3.
-Russian troops now select by troop type: Conscripts/ Soldiers /Guards.. clicking one won't select them all.
-ALLIES have changed to US ARMOR
-ADDED in 4 new models: M20 command Car, M21 Mortar Halftrack, "HVAP" Super Pershing, M36b1 Slugger
-US ARMOR 100% done, command tree, pricing, restrictions.  will tweak with tests.


.009 aug 20

=== Will be creating a ModDB page and a release on Relicnews as well as a tutorial and a intro movie.
- all 4 original factions now cost 1 cp to unlock each row within a command tree, where before you could select the row for free.  (on par with expansion factions)
- Increased the CP price of emplacements
- re-uploading map pack, current one has 4 maps with different bugs in them. added in 4 player StLambert with VPs.
-fixing Point Du Hoc spawns/hq's, and VP positions
-fixing Arnhems VP positions
-Fixing deadbolts VP's, currently uncapturable.
-leophone fixed st hillaire bug.
- fixed 25 pounder cost / bug
- fixed russian art to be on all units
- maintaining current power of russian support weapons, limited to 1 of each type at a time on the field.
- fixed russian conscripts to be able to build bofors and have it crewed.
- removed russian retreat buttons on at guns/ bofors
- fixed panther and panther APC buttons from being the same number
- all emplacements now take 10 to 15 seconds to build, test time frame might change.
- re-added in the creeping barrage, for the priest (240 second recharge) as well as the 88 airburst flak cannon (480 second recharge)
- all russian units now use correct icons in game
- all russian units now spam controlled correctly
- all russian units tied to command tree
- russian command tree's pre-reqs and pricing correct.
- renamed the buildings from test1,2,3,4,5,6 to Infantry, Support and Armor.
-Changed the 4 base factions into the same building style as the expansion factions (f1-f2-f3-f4-f5-f6 with NO submenus)
- Changed Allies to same building type as expansion factions, no menus.
-fix jeep mg not showing up .. grr.

008C august 12th / august 16th

-added in all russian infantry.
-tweaked a few minor things in weapons.
 -- stuh / 105 sherman / howitzer churchill guns all have fall off damage on their AOE shots, previously they had the same percentage to hit aoe damage at 7 radius as 1 radius.. this has been changed.

.008a august 7th

-The four original factions now have updated retreat functionality.
-removed the ability to re-crew for new factions.
-fallschirmjager hotchkiss lowered in price.
-88 airburst howitzer increased in cost
-88 Airburst howitzer has 120 range, and slightly longer reload.
-Pack howitzers are slightly more accurate (less drift) and have a larger AOE radius.
-220mm Nebel now reloads and shoots a second barrage.. Move away!
-fixed sprint, all falls infantry / mg / mortar gain the ability again!
-removed the progress bar from all mines, m8 mines, teller mines, butterfly mines, boobytraps, demolition charges.  Animation remains.
-fixed german grenades to use their limits.
-fixed fallschirm camo to be same as rest of FOF.
-fixed doubling up of vet on US_INFANTRY tanks.
-fixed boyz penetration = recoiless rifles with a - modifier
-fixed 37mm at gun penetrations = 57 mm at gun with a - modifier
-fixed 75mm atht (fallschirmjager) = panther gun penetration
-modified repair +2 health per second for both regular tanks and heavy tanks. still 60 seconds, and 120 seconds respectfully.  for now.
-fixed fallschirm HMG and Mortar Hold_ext.  (now garisonable)


.008 august 6th

-new unit: shieldless 88 emplacement, airburst.
-new unit: 220mm nebelwerfer fires like calliope.
-New model added: pak 40 halftrack, with pak36 halftrack variation .
-New model added: German 75mm pack howitzer
-Added in Fallschirmjager vehicles
-fixing infantry and vehicles to be in commander tree unlocks
-finished Fallschirmjager Faction



.007 August 3rd

-fallschirmjager's faction introduced.
-added in Fallschirmjager infantry, currently all unlocked for testing.
-fixed a bug with the bar using the original unedited bar for a weapon.. ug
-added stg 45 for fallschirmjagers, acts closer to a bar then a stg44.
-increased the defense_type aura around US_INFANTRY tanks .. sets standard for new factions
-burning animation added to US_INFANTRY tanks at death.  sets standard for new factions
-All accessories now work in holds.  Might be odd inside a HT.. hmm will look into excluding them, somehow.
-Pack howitzer has its own model and performs more like the AVRE in fof then normal howitzers
--- Gun autotargets with a mid reload rate, and ground fires through a 1 shot barrage.  (AVRE/75mm Pack/75mm Germangun/Grille all will use this style)
-pricing / unit population / doctrine cost changes for US INFANTRY finished.
-us_infantry art work corrected.  --- mostly, support has all the airsupport from ALLIES, will update with new icons sooner or later
-37mm has skin



.006 July 31

-lowered the range on the spotters artillery barrage significantly, now you have to get closer to your own shells to get it off..
-fixed a bug where it would subtract 100 manpower/munitions/fuel on high resource games.
-Slowed the speed of the 12 pounder / 76mm AT gun / Pak 40 from 3.5 to 2
-fixed US_infantry mortars to have smoke barrages, nasty requirements hidden in rgd!
-finished US_infantry!
-<<<STILL UNABLE TO RECREW WITHOUT SCAR ERROR.. will make faction unable to re-crew>>>
-altered retreat on Us_infantry.  moves at -2 speed for 5 seconds, with NO buffs. then speeds up to original speed and runs back to base with no buffs.
-changed the johnsons from 2 back to 4 in US_infantry.
-Added the resource points back onto the map for now, testing new settings on the AI personalities to see if they will fight for em.  Once they activate I had a NASTY fight on angoville.  Activating the AI was a pain though.. hmm

.005 july 28

-Fixed the HQ bug...
-Made the Jagdtiger slightly better (has better tracking then a stug)
-fixing 88 emplacement now.
-fixed 17 pounder bug, doesn't seem to be able to ground fire though now.. grr
-fixed british HQ from not spawning, causing lost game.
-added a .10 hp regeneration aura on all HQs
-added in US_INFANTRY all infantry, half of the support, and all of the tanks!  <-- no doctrine work, its all unlocked for testing atm
-cover types added 10% to each for protection, subtracted 10% from red and water.
-fixed m8 mine
-raised cost of kettenrad
-lowered light tank reload timers to make spending money on light vehicles appeasing.  3-4second max on light tanks/vehicles.(not halftracks)

004 july 27

-allies infantry lowered 10 hitpoints due to bigger populations
-all "make casualty" criticals now "kill soldier - low-intensity."   Meaning there are no more casualties and the dead bodies should stay around ...
-Flame damage to tanks and light vehicles and infantry increased, 40/30/20 respectfully.
-ADDED IN NEW GAME CHANGING MINI-MOD by cozmo which was released on RelicForums almost half a year ago.
Quote
LINE OF SIGHT ....  its not perfect, if a unit can not shoot, it can not see... so:  repairing vehicles / units under hold fire / halftracks with un-manned machineguns.  Will not be able to see enemy units.
this has been removed until it works for support weapons not scaring the game.

-Heavy tank pool values changed.
-Added 1 heavy tank slot to each faction at creation.  Now they start with 3 heavy tank slot items.  the following are required and removed when building the following tanks:
Quote
American
Pershing, 2
Calliope, 2
Jumbo, 1
Easy Eight, 1

British
Churchill Blackprince, 2
Churchill VII, 1
Cruiser MkVII Challenger, 1
Cuckoo, 2

PanzerElite
Tiger, 2
Jagdpanther, 1
Jagdtiger, 2
Panther, 1

Wehrmacht
Tiger, 2
KingTiger, 2
Panther, 1
APCR Panther, 1

003 july 23rd
-All specific anti tank weapons have 15% chance to hit infantry.
-units falling into this are:
Quote


-Added 1 CP to starting resource pool.
-added in high resource game control:
Quote
adds 200 manpower
adds 200 ammo
adds 200 fuel
adds 4 cps
adds 10 base population

-All infantry armor changed except vs mortars which maintain full dmg for all armor types.
Quote
infantry Armor = no bonus
Soldier Armor = 25% less damage
Airborne Armor = 25% less accuracy
Elite Armor = 25% less accuracy and 25% less damage
Heroic Armor = 25% less accuracy and 25% less damage, crit change, 25% suppression resistant

-Infantry health changed same health to reflect armor changes, will update armor types shortly.
-mini map symbols almost erased (small box now instead of AMMO pnts etc..)
-FOR ALL FACTIONS: base buildings build on at start of game, are currently a pile of flowers.. kinda funny but it works.
-ADDING NEW FUNCTION FOR ANNIHILATION... HQ buildings will be destroyable, If a players HQ is destroyed they will be knocked out of the game.
-Dead bodies will now not be deleted. does not count for wounded.
-tanks are now damaged by flame weapons at 20 dmg a second, and light vehicles are dmg'd at 12 dmg a second for testing purposes.



================

Ultimately the original and continuing development decision is simple:

-remove VCOH global abilities (firestorm / field repair).
-the only offmap is handled through spotters and tries to mimic real life artillery fire more then gamey coh artillery.
-remove VCOH unit upgrades, units come as is from start to finish.  once a player knows his targets, he knows what to expect.
-remove VCOH abilities (suppression fire, button, tread breaker, canistershot , slow, etc etc) weapons and weapon systems only have their stock damage out put.
-remove all benificial aura's except the command squads bonus to LOS and stealth detection.
-change VCOH stealth system to a more realistic re-stealthing mode, and stationary ambush system.
-remove VCOH ingame economy for a EIR limited resource feel.
-remove capturing through the action of capturing, auto capture, auto build bases.
-remove static defenses other then emplacements or trenches.  They only slow the game down.
-limit spam, units can only be fielded in limited numbers at a time. (new version will be set at 2 for all units)
-Mimic EIR's out of game launcher through breaking the doctrine trees and CP gains through territory control, as well as tiered restrictions on progression. ie: 3 tier 1s, 1 tier 4 per section, limits on overall heavy tank purchases.
-do not change weapon ranges beyond the current maxes, shooting across the map is out.
(weapon reload and accuracy is where FOF is a total conversion from VCOH).
-Units will die, quicker then Vcoh.
-Units will progress in vet, quicker then Vcoh.
-No Global buffs in doctrines as in the old version of EIR.  (HE rounds: 25% damage to all tanks)
-all doctrine choices are a unit type unlock.  this simulates progression of the war, from early 1930 to the end of the war.  If you don't own territory to naturally progress CPs you must fight to gain them and learn by your successes and losses.  Mimicking real life research progression.  The models and types of unlocks will be altered as units become available.  US_Infantry right now is suppose to have early war units, although the only tanks available are shermans until someone gets the grants out.
-Factions (not doctrines) will have a thread of simularity within themselves.  IE: Volksturm plays on its strengths and leaves it with a weakness.  Us_Infantry removes the US's airborne and the armor's heavy tanks.. again, a thread of organization.  To do this correctly each side will need many different types of factions, some will mimic each other in different ways, but that is ultimately what I am going for.  

your choices of faction will be followed by choices in unlocking infantry / support or armor and when and how to use them in combination.  Each player can essentially make a completely different play style out of each type of faction as they see fit to their desires or situation.


My personal desires for fall of france's future:

--A autoupdater that will help with distribution and patching, I do not believe in a long patch cycle, I like fast constant updating and I think most people would appreciate this in a smaller file size if available such as an updater.
--A website that tracked games played, and the real potential of a "last stand" campaign due to faction choices.
--A website that showed what each unit type is and what to expect from it, a wiki of sorts, even though I hate wiki's.
--Moar models... Moar factions.  There is no reason not to model any force we can have a set of models for under these ideals.
« Last Edit: December 02, 2010, 02:58:13 pm by salan » Logged

salan Offline
Synergies TL2 mod!
*
Posts: 6290


« Reply #1 on: June 23, 2010, 07:50:57 pm »

The first thing to do is break up the american faction of fall of france into 3 different factions selectable in the start game menu of VCoH.  This should be easily do-able.  Following the previous Fall of France doctrine unlock system of 3 different doctrines comprising each of 4 lines of 3 unlocks, allowing 3 lines to be selected, and only 1 to reach the third tier per faction..

here are my draft ideas for:

American Infantry Faction

INFANTRY SELECTIONS
US INFANTRY
NFANTRY SECTIONS
free:

Riflemen
Sticky Riflemen
Engineer
Recon Rangers
Captain Team


Company 1.:  Support Riflemen
tier 1: Riflemen Firesupport Bar squad  --  6 man, 4 bar rifles, grenades
tier 2: Riflemen M1944 Johnson squad   --  4 man, 2 Johnsons (toggle), 2 smg.
tier 3: Riflemen M1919A6 light machine gun squad, 4 man, 2 M1919A6.

Company 2.: Assault Riflemen

tier 1: Riflemen Riflegrenade squad --  6 man, 3 rifle grenades.
tier 2: Riflemen Thompson squad --  6 man, 5 thompsons
tier 3: Riflemen Flamethrower squad – 5 man, 1 flamethrower, 3 Thompsons

Company 3.: Assault Rangers (heroic armor/ Fireup)
tier 1: Ranger Assault SMG squad -- 4 man, 4 Smgs, smoke nades
tier 2: Ranger Firesupport Bar squad -- 4 man, 4 bar Rifles, stun nades
tier 3: Ranger Flamethrower squad -- 4 man, 1 flamer, satchels

Company 4.: Anti-Tank Rangers (heroic armor / fireup)
tier 1: Ranger Boyz AT squad -- 2 Boyz guns, 5 men.
tier 2: Ranger Bazooka squad -- 2 Bazooka's, 4 men.
Tier 3: Ranger RR squad -- 2 RRs, 4 men.

SUPPORT SELECTIONS

Free:
.30 cal Heavy Machine Gun Squad
60mm Mortar Squad
37mm At Gun
Sniper team
Halftrack
Jeep
Medic Halftrack

Company 1.: Ranger Support Teams
tier 1: Ranger .30 Cal Heavy Machine Gun team. –  4 man team
tier 2: Ranger 81 mm Mortar Team. – 4 man team
tier 3: Ranger 57 mm Anti Tank team. – 4 man team

Company 2.: Heavy Support Teams
tier 1: 57 mm Anti Tank Team. – 3 man team
tier 2: Bofors Team, rotatable – 3 man team
teir 3: 76 mm Anti Tank team, movable. – 3 man team

Company 3.: Artillery Teams
tier 1: 75 mm pack Howitzer, movable. – 4 man team
tier 2: 105 mm Howitzer. – 3 man team
tier 3: Spotters

Company 4.: Vehicle Support
tier 1: Quad halftrack
tier 2: M8 Armored Car
tier 3: M5 Stuart

TANK SELECTIONS

Free:
Sherman 75mm
Sherman Crocodile

Company 1.: Support Shermans
tier 1: 105 Sherman
tier 2: 75mm IS Sherman
tier 3: Jumbo Support Sherman

Company 2.: Tank Destroyers
Tier 1: M10 Wolverine
tier 2: M18 Hellcat
tier 3: M36 Jackson

Company 3: Anti Tank Shermans
tier1: 76mm Sherman
tier2: Easy-8 Sherman
tier3: Firefly Shermantier3: Firefly Sherman








German Panzer Division

Infantry:
free-
Grenadier squad
Grenadier Sticky squad
Grenadier Recon squad

Company1: Anti Tank
1-Pioneers --  Mine layers.
2-Grenadier Faust squad.
3-Grenadier double shrek squad.

Company2: FireSupport
1-G43 Firesupport Grenadier squad
2-Lmg 42 Support Grenadier squad (2 lmg)
3-MG 32 Support Grenadier squad (not sure how many)

Company3: Mechanized troops (spawn in axis halftrack)
1-Grenadier sticky squad
2-Grenadier LMG squad (1 lmg)
3-Grenadier Shrek squad (1 shrek)


Support
free-
Scout Car
Bike
Hotchkiss Command squad

Company1: Support
HMG Scout Car
Medium Mortar Halftrack
Heavy Mortar Halftrack

Company2: Armored Cars
Armored Car
20mm Puma
Assault Puma w KCH

Company3: AntiTank
Light AT Halftrack
50mm Puma
50mm AT Halftrack

Company4: Artillery Support (dependant on models)
Spotter Car  --- offmap artillery (long timer)
Hotchkiss Stuka
Panzerwerfer HT

Armor
free-
Panzer 3 Ausf G (no skirts/mg? short barrel)
Panzer 3 Ausf L (skirts/mg long barrel)
StuG III (short barrel)
Panzer 4 Ausf H (No skirts/Mg)

Company1: Anti Tank Support
Hetzer
Marder III
Geshutzwagen
Nashorn

Company2: Infantry Support
Whirblewind
Ostwind
STuH 42
Panzer 4 F1 IS

Company 3: Panzer Tanks
Panzer 4 Ausf J (mg/skirts)
Panther Ausf A (no mg/skirts)
Panther Ausf G (mg/skirts)
Tiger

Comapny 4:  Heavy Tank Hunters
JagdPanzer
JagdPanther
JagdTiger
King Tiger




The Volksturm.
Volksturm were the end war city fighters in FOF.  They had defensive positions, infiltration routes and stealth as their means of close in fighting techniques.  Emplacements, hidden tanks and engine damaged tanks that were cycled out of the front previously are what they have to defend with.

Infantry:
Volksgrenadiers
Volksgrenadiers w stickies
Volksgrenadiers w faust (fausts will have xtra range w no critical)
Spotter squad
Command squad

Company1:  Volksturm Assault
tier1: Volksturm - mp40s
tier2: Volksturm - mp3008
tier3: Volksturm - stg45
tier4: Volksturm - fg42

Company2: SturmPioneers
tier1: SturmPioneer
tier2: SturmPioneer Boyz AT
tier3: SturmPioneer Flamethrower
tier4: SturmPioneer Panzershrek

Company3: Stormtroopers
Tier1: Stormtroopers
tier2: Stormtroopers - g43
tier3: stormtroopers - stg44
tier4: Stormtroopers - double shrek

Support
88
flakveirling
pak36
pak 36 staliengranat (spelling, meh)

company1:  Weapon crew Support
tier1: Hmg42 / 81mm Mortar
tier2: LMG 32 / Lmg 42 support squad
tier3: Heavy mortar bunker
tier4: Heavy mortar Halftrack

Company2: Artillery support (if mm's are wrong will fix later)
tier1: 180mm Nebelwerfer
tier2: 220mm nebelwerfer
tier3: Artillery Emplacement
tier4: 105 howitzer

Company3: emplacements
Tier1: 88 bunker
tier2: Flakveirling emplacement
tier3: 88 emplacement
tier4: Pantherturm

Company4: Supplies
tier1: Anti infantry supply drop
tier2: Anti tank supply drop
tier3: off map arty unlock
tier4: 88 Airburst unlock

Armor
Scout car
20mm puma
50mm Puma
stug 3  (ambush)

Company1: Ambush tanks
Tier1:  Stug IV
tier2: hetzer
Tier3: Jagdpanzer

Company2: Infantry support
Tier1: P4 F1 IS
Tier2: Stuh 42
Tier3: Sturm Tiger

Company3: damaged tanks cycled from front
Tier1: Panzer 4 Ausf <>
Tier2: Panther Ausf <>
Tier3: Tiger

« Last Edit: July 30, 2010, 12:19:37 am by salan » Logged
salan Offline
Synergies TL2 mod!
*
Posts: 6290


« Reply #2 on: June 23, 2010, 07:51:25 pm »

The way the unlocks work in FOF is simple, looking at Us Infantry: Infantry sections I colored two portions of each company there.

the Green colored sections represent research lines, starting at 1, to 4 ala EIR / WOW / any mmo progression.  You may only choose 3 of the 4 green sections.  So you WILL miss out on one type of infantry, making every players choices slightly different then those before them.

The red colored sections represent the t3 choices.  You may ONLY choose one of these.  So again, your army will be vastly different then the player next to you, depending on his choice.

to recap:  US Infantry company allows you to choose 3 t1 infantry choices, 3 t1 support choices, 2 t1 tank choices.  of those choices you may choose 1 t3 infantry choice, 1 t3 support choice, 1 t3 tank choice.  

On top of this meta game restriction there is also anti spam restrictions in place.  All HEAVY vehicles have a pool value, each faction has a pool of (Heavy) 4.  Each Heavy has the cost between 1 and 3 in that pool..  Meaning if you were to unlock the JagdTiger or SturmTiger, and they had a pool value of 3, you could only build 1 of them EVER in a match, and would have to use your left over 1 pnt for a tank that had a smaller heavy pool (ie tiger).

also to stop individual unit spam each unit has a restriction to being built.  Most base units have a 4 maximum on the map at a time.  most specialized infantry have a base of 2 on the map at a time, and most heavier vehicles / emplacements will have a restriction of 1 on the map at anytime.

this means that you will not be able to build that third anti tank ranger until one of your other ones die, or is retreated off map (future ability).

Every player starts out with 1 Command point, you gain command points by both killing enemy forces and by capturing and holding territory, ala EIR map control.   The map control also adds your population limits.   The gain for the CPs is approx 3 a minute I believe max, i believe. I haven't done the math for 8 months and forget.  Eitherway in order to achieve maximum production of CPs you must hold approx 13 sectors.  This I remember, just not sure but pretty sure its 2.5 to 3 cps a minute max.

so in order to unlock new units, you must expand, hold territory and kill enemies, then unlock your units, and bring them to bare to repeat the process.
« Last Edit: July 02, 2010, 06:38:25 pm by salan » Logged
salan Offline
Synergies TL2 mod!
*
Posts: 6290


« Reply #3 on: June 23, 2010, 07:51:35 pm »

List of current planned units:

UNITED STATES
Infantry
Engineers
Riflemen
Rangers
Airborne
Command Squad
Spotters
Weapon Crews

Weapons
Flame Thrower
Garande
M1 Carbine
Riflegrenade
Bar rifle
M1941 Johnson Light Machine Gun
M1919 Light Machine Gun
Grease Gun
Thompson SMG
Boyz AT gun
Bazooka
Recoiless Rifle
Colt Handgun

Support
HMG 30 cal
6" Mortar
81mm Mortar
37mm Anti Tank gun
57mm Anti Tank gun
75mm Anti Tank gun
Bofors
75mm Pack Howitzer
105mm Howitzer
Sniper team
Bofors gun

Vehicles
Jeep
50 cal Jeep
Recoiless Jeep
M20 Recon car
M8 Greyhound
M21 mortar halftrack
M3 Halftrack
M3 Quad halftrack
M3 Anti tank halftrack
M3 Medic Halftrack
T17 armored car
M5 Stuart
M24 Chaffee
M22 Locust

Tanks
75mm sherman
75mm Infantry Support Sherman
76mm Sherman
Crocodile Sherman
Caliope Sherman
105 Sherman
Easy-8 Sherman
Jumbo Sherman
M10 wolverine
M18 Hellcat
M36 Jackson
M26 Pershing
M26 Super Pershing

Emplacements
105 Howitzer Emplacement
Bofors Emplacement
50 cal Machine gun Emplacement
Bunker

BRITISH

Infantry
Sappers
Tommies
Command Squad
Spotters
Commando's
Weapon Crews

Weapons
Flame thrower
Lee-Enfield
Bren Light Machine Gun
Lee Enfield Light Machine Gun
Rifle Grenades
Sten Mk4
Sten Mk5

Support
Vickers HMG
3 Pndr Anti Tank gun
6 Pndr Anti Tank gun
17 Pndr Anti Tank gun
2" Motor
4" Motor
Bofors
25 Pndr Howitzer

Vehicles
Bren Carrier
Bren MMG Carrier
Bren Boyz Carrier
Bren Flamethrower Carrier
Staghound armored Car
M5 Stuart

Tanks

MkI Churchill
MkIII Churchill
MkIV Churchill
MkIV Churchill Crocodile
MkVI Churchill
MkVII Churchill
Churchill BlackPrince
Cruiser Tank: Cromwell
Cruiser Tank: Cromwell 95mm Howitzer
Cruiser Tank: Cromwell Command tank
Cruiser Tank: Comet
Cruiser Tank: Crusader
Sherman Firefly
Priest
Achielles Tank Destroyer
Archer Tank Destroyer
LandMattress (maybe)

CANADIAN

POLISH

FRENCH

RUSSIAN

GERMAN
Infantry:
Pioneers
Volksgrenadiers
Grenadiers
Stormtroopers
Luftwaffe troops
Fallschirmjagers
Panzergrenadiers
Tankbuster Panzergrenadiers
Assault Panzergrenadiers
Knights Cross holders
Officer squad
Spotter squad

Infantry weapons:
Flammenwerfer 42
Kar 98
Gewehr 43
Luger
MP40
MP3008 http://dic.academic.ru/pictures/wiki/files/77/MP_3008_Sub_Machine_Gun.jpg
STG 44
STG 45 http://en.wikipedia.org/wiki/StG_45%28M%29
FG42
LMG 42
MG34
ZB26
SchiessBecher RifleGrenade  http://www.mausershooters.org/k98k/i/298.jpg
Panzerbusche AT Rifle .38 http://galerie.palba.cz/albums/Nemecko1918_45/pechotni_vyzbroj/normal_pzb39.jpg
Panzerbusche AT Rifle .39
PanzerFaust
PanzerShrek

Support:
Hmg 42
88mm Mortar
120mm Mortar
Pak 36
Pak 36 Anti infantry package (renamed soon)
Pak 38
Pak 38 Stielgranate
Pak 40
150mm Nebelwerfer
280mm Nebelwerfer
88mm Flak 36
20mm Flak 38
105mm LeFH howitzer
88mm Flak 36 Howitzer

Vehicles:
Bike
Scout Car
HMG 42 Scout Car
Armored Car
20mm Puma
50mm Puma
Light AT Halftrack
50mm AT Halftrack
Axis Halftrack
Infantry Halftrack
Assault Puma (troop carrier)
Medic Halftrack
Stuka Halftrack
Panzerwerfer Halftrack
Flammenwerfer Halftrack
88mm Mortar Halftrack
120mm Mortar Halftrack
Hotchkiss recon vehicle
Hotchkiss Stuka
Hotchkiss Light tank
Panzer 38t Light tank
Panzer II lLght tank

Armor:
Hummel
Grille
Ostwind
Whirblewind
Panzer 3 Ausf G
Panzer 3 Ausf L
Panzer 4 Ausf H
Panzer 4 Ausf J
Panzer 4 IST Ausf F1
Stug III
Stug IV
StuH 42
Marder III
Geschutzwagen
Hetzer
Jagdpanzer
Jagdpanther
Jagdtiger
Panther Ausf A
Panther Ausf G
Nashorn
Tiger
SturmTiger
King Tiger
<<APCR versions>>

Emplacements/Defenses:
Anti Tank Emplacements
Mortar Pit Emplacements
Machine Gun Emplacements
Slit Trenches
Bunker
HMG Bunker
Mortar Bunker
88mm Flak 36 Bunker
Flakveirling Emplacement
88mm Flak 36 Emplacement

ITALIAN

OTHER


----

more to come!
« Last Edit: July 28, 2010, 05:40:52 pm by salan » Logged
salan Offline
Synergies TL2 mod!
*
Posts: 6290


« Reply #4 on: June 23, 2010, 07:51:59 pm »

All Factions: Unit Roles:
General Infantry -- base cost Infantry Armor
Mechanized Infantry -- Spawn within a Vehicle Infantry armor
Recon Infantry --  Wider LOS, stationary stealth, high stealth detection, elite armor
Stealth Infantry  -- Soldier Armor
Airborne Infantry -- No Fire up -- Airborne Armor
Glider Infantry -- Airborne Armor
Infiltrator Infantry -- Stationary Stealth -- Soldier Armor
Assault Infantry -- fire up / Elite Armor
Firesupport Infantry -- Higher suppression rates -- Soldier Armor
Elite Infantry --  Faster at set up and take down of support weapons -- Heroic Armor
Anti Tank infantry  -- Soldier Armor
Weapon Crews -- Infantry Armor
Command Squad -- Aura grants +LOS and +Stealth detection to all units within it. Heroic Armor
Spotter Squad -- off map artillery call in squad, artillery needs to be unlocked now Infantry Armor


infantry Armor = no bonus
Soldier Armor = 25% less damage
Airborne Armor = 25% less accuracy
Elite Armor = 25% less accuracy and 25% less damage
Heroic Armor = 25% less accuracy and 25% less damage, crit change, 25% suppression resistant
« Last Edit: July 28, 2010, 05:42:16 pm by salan » Logged
salan Offline
Synergies TL2 mod!
*
Posts: 6290


« Reply #5 on: June 23, 2010, 07:52:50 pm »

Current bugs:

Jumbo shell being shot out of cannon correctly.
m1919a6 double graphic
new factions can't recrew support weapons.. at this time.  Relic will patch this.
jeep 30 cal missing
whirblewind is a pink box on the map.
« Last Edit: August 06, 2010, 04:02:18 am by salan » Logged
wildsolus Offline
Donator
*
Posts: 807


« Reply #6 on: June 23, 2010, 07:54:01 pm »

wow glad you decided to give it another go!!

i reformatted awhile ago and lost this!
Logged

salan Offline
Synergies TL2 mod!
*
Posts: 6290


« Reply #7 on: June 23, 2010, 07:55:26 pm »

Credits as I get them:
« Last Edit: July 29, 2010, 09:17:42 pm by salan » Logged
Tymathee Offline
Donator
*
Posts: 9741



« Reply #8 on: June 23, 2010, 08:04:27 pm »

saved...?
Logged

"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
salan Offline
Synergies TL2 mod!
*
Posts: 6290


« Reply #9 on: June 23, 2010, 08:22:55 pm »

saved...?

i wanted the first few posts to edit info into
Logged
lionel23 Offline
Donator
*
Posts: 1854


« Reply #10 on: June 23, 2010, 09:43:55 pm »

In other words...

*slaps hand* Hands off Salan's cookies!
Logged

Congratulations, dear sir...I must say, never before have I seen such precise gunnery displayed. - CrazyWR (on Leaderboard Howitzers)

Saterek Offline
EIR Regular
Posts: 12


« Reply #11 on: June 23, 2010, 10:33:02 pm »

If you're up to making new models or re-texes I would suggest the addition of an Italian, and Free French side. Anyhow sounds pretty cool.
Logged
salan Offline
Synergies TL2 mod!
*
Posts: 6290


« Reply #12 on: June 23, 2010, 10:34:48 pm »

I actually looked into doing models and mapping and stuff.. and truly doubt I will ever have time to master it.

for now.. anyways.


also updated the first two posts Wink.. just adding in the drafted american infantry faction's infantry/support and armor choices.
Logged
Saterek Offline
EIR Regular
Posts: 12


« Reply #13 on: June 23, 2010, 10:37:25 pm »

Well I might be able to make some tanks but I suck at modeling humans if you need help.
Logged
Tymathee Offline
Donator
*
Posts: 9741



« Reply #14 on: June 23, 2010, 10:37:53 pm »

saved...?

i wanted the first few posts to edit info into


lol ahh okay, i was just messin wit u anyway, im bored!
Logged
salan Offline
Synergies TL2 mod!
*
Posts: 6290


« Reply #15 on: June 23, 2010, 10:43:47 pm »

Well I might be able to make some tanks but I suck at modeling humans if you need help.
\
hah for now, let me post what i have ideas on, there are really very very few models missing atm.
Logged
Akranadas Offline
Honoured Member
*
Posts: 6906


« Reply #16 on: June 23, 2010, 11:53:41 pm »

So, what does the girlfriend think of this Salan? Wink
Logged
salan Offline
Synergies TL2 mod!
*
Posts: 6290


« Reply #17 on: June 23, 2010, 11:57:53 pm »

So, what does the girlfriend think of this Salan? Wink

screw her and the donkey she rode in on.. actually she gave me the evil eye just for typing this up Wink
Logged
Akranadas Offline
Honoured Member
*
Posts: 6906


« Reply #18 on: June 24, 2010, 12:01:27 am »

Well, you did tell me she would be upset about you spending all your time again on the mod. Tongue
Logged
bbsmith Offline
The Brain and Muscle
*
Posts: 2778


« Reply #19 on: June 24, 2010, 12:03:34 am »

Ooooh I liked Fall of France, but I only got to play like 2 games of it. Let me know if you need any help or more amazing BoB ideas!
Logged

Pages: [1] 2 3 ... 24   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.141 seconds with 35 queries.